No apologies for simping for Savage Worlds yet again. If you want to combine it with Star Wars or Starfinder, then I think you can easily do that. There is a fan made Star Wars expansion for it, but I've not read it.
If you want space or mech combat, I'd recommend Tiny Frontiers, but I've not played it. Only read it. It's not a game that's good for a campaign. Good for a one shot and little else. Ship building is choosing from a series of feats.
Having played Starfinder, I don't recommend the game unless you like lots of crunch, but do recommend reading the setting and stealing as much as you can.
As a game, the personal combat has got a ridiculous amount of crunch and formula, which slows the game down to a crawl. How crunchy? Here's the basic attack formula from an expansion.
Code:
"Mech Attack = 1d20 + 8 + 1/5 the mech’s tier + bonuses from upper limb components (upper limb weapons only) + the operator’s base attack bonus or the operator’s ranks in the Piloting skill + bonuses from the weapon + range penalty"
I played it with a sub optimal party and it was a disaster around level 5 or so. You need to be a "Monty Hall DM" as the ACs for standard infantry were ridiculous, and weapons have fairly strict tiers. So your laser pistol might kill a guy in 1 or 2 shots at first level, but by level 4 it's about as effective as harsh language.
The space ship combat is more complex on paper than it is in practice. How it works is you choose roles at the start of the turn which determines the actions that player can do, and then progress in reverse initiative order, since going later has an advantage. The main problem with ship combat is because of this, players will keep trying to change roles mid turn. So if you don't have the capability to say "no" to players, don't run space combat.
I do like the ship building. It's very crunchy, and uses a unique currency so you don't have to worry about PCs trying to fudge it with character wealth. You also can't use ship weapons against infantry. The reason is hand waved, but it works since it stops players nuking everything from orbit.
If you do buy it, the "pocket edition" rule book is cheap, and you'll need Alien Archive 1 for monster rules.
Starfinder has good rules for this. Travel times are based on your destination, not the actual distance between places. The space cops have limited resources and reach, so there's lots of reasons for PCs to do things.
I also love the concept of "the gap". The gap is that everyone woke up one day with no memories of their past (though skills were intact) and all records gone, scrambled, or destroyed. Earth is missing, but safe, and anyone who would know, such as gods, aren't saying anything.
It was included to stop lore from Starfinder and Pathfinder from interfering with each other (since Starfinder is the future, and Pathfinder is the past, of the same setting), but a consequence of this IP management is that it means players don't have to read pages of lore to get up to speed. It also makes pre-gap tech and records are extremely valuable.